Another Fat Ghost list for consideration.

By joliversc, in X-Wing Squad Lists

I haven't played this list yet. Let me know what you think or suggest adjustments.

Tycho Celchu

Title

PTL

Wired

Char Refit

Kanan Jarrus

Anti-Pursuit Lasers

Title

Accuracy Corrector

Autoblaster Turret

Recon Specialist

Zeb (Crew)

Sabine Wren

Title

Nien Numb

Tycho (28)

Kanan (49)

Sabine (22)

Total: 99

I changed the crew on the Phantom, I placed Hera there instead. I'm really looking forward to flying this list.

I changed the crew on the Phantom, I placed Hera there instead. I'm really looking forward to flying this list.

Hera makes more sense on Ezra shuttle if you ask me. And Nien Numb on a PTL Sabine (by dropping recon, because on a ABT/AC ghost why focus). Also I'd Rage over Wired on Tycho.

Edited by PastrySandwich

I think I see where he's going with this, the rec spec is to use with Kanan's ability.

Overall I like it, but my thoughts are two fold. Autocorrect ghost seems to like chopper as a pilot (stressing a ship that bumps means you have a good shot at knowing where it will be next turn, to stay in range on. That being said, 4 damage a turn at range one actually isn't that much, and your other ship is an a-wing, with the 2 die primary that comes with it. Against a list that doesn't include primarily the ships that autocorrect melts (tie fighters/interceptors/phantoms/a-wings/scyks), I'd be worried about lacking the power to punch through shield/hull heavy ships rather than ships that rely on green dice. If you are running autocorrect, I would really want something with 3 attack as a wingman/escort, or 2-3 cheaper a's or z's to act as extra bodies, blockers and shots on target.

Just my two cents.

If I swapped in Chopper as the Ghost pilot, then I couldn't fire when a ship bumped in through the front or rear arc. But his stress ability might make up for that. Especially if I add intel agent in place of the recon specialist. Mnn..

I'm not sure where I could find a better (or a better pair) of escort(s) than the wired Tycho Celchu at 28 points. If I swapped out Jarrus for Chopper and used Intel agent instead of recon specialist I would save 3 points over all. I'll consider finding a 31 point replacement for Tycho.

Thanks for the input.

Correction:

I would need to replace chopper the crew as well. Lots to consider.

Edited by joliversc

Ezra-Hera Syndulla
Chopper-Autoblaster, accuracy correcter, intel agent
Tycho-Proton Rockets, PTL, Rage, AT, Title.

That's how I'd run this list. Tycho is gonna get focused, give him some punch. When you have PTL rage, you can get 2 focuses a round, and with Autothrusters and 3 dice, a focus is better than focus rerolls. Fly him careful though, don't get him caught in a killbox of multiple attacks. This Tycho also HATES TLTs so watch out for those. Ezra is literally there just to try and save your bacon if you're about to lose, just fly him around until time's out if you're winning on points, or try and take on the enemy ship with your full dial when stressed. Noone jousts better! Just fly back and forth lol.

Dont like the list. You through 6attack dice a turn. Thats it. Ok at r1 4auto damage, but opponent avoids that and u have problems.

U neef more firepower in the list, tycho 2 attack is not that impressive. Give prockeys maybe for him at least.

I'm not sure where I can scrounge 5 points from the list to add Prockets. I see the wisdom for swapping out wired with rage, I just need to get my hands on a Jumpmaster 5000. I'm also unsure I can build a better wingman for the Ghost with 28 points.

The idea of the build was to get PS5 Jarrus in the way. Hopefully setting him up for a front or rear arc collision. Roll for anti-pursuit lasers, 5 attack primary w/focus followed by 2 unstoppable hits or 4 unstoppable hits depending on the attacking ship. Then dumb down the opponents counter attack with a focus token. The attack die reduction would also make Tycho all the more harder to hit. It's pretty easy to force a collision with a large based ship.

But... I have to actually fly it to know how sound my squad build is. I should get to fly it this coming Thursday. I'll post my results here.

Edited by joliversc

OK how about this:

Tycho Celchu

Guidance Chip

Title

PTL

Rage

Proton Rocket

Kanan Jarrus

Anti-Pursuit Lasers

Title

Acc Corrector

Autoblaster Turret

Zeb (Crew)

Ezra

Title

Hera (Crew)

Tycho (33)

Jarrus (46)

Ezra (21)

Total: 100

Rage on Tycho will let him fire his Procket even when stressed giving him 3 rerolls and the guidance chips on that Procket should make it sting.

Edited by joliversc

I like this list much better that the first one :)

PS. Maybe give Intelli Agent to Canan instead of Hera on Erza shuttle, if you not planning on undocking early, i think Intelli Agent would help Tycho to find targets or give Hera to Kanna, to not be afraid of stress :)

If you plan to undock early, Hera can remain on Shuttle :)

Edited by TerTer

You kinda REALLY want autothrusters on Tycho. Honestly with that Tycho I've gotten 5 hits with the prockets every time. The 3 rerolls and focus is plenty to do a really strong shot. Ugh the problem is that Tycho is SUPER squishy without autothrusters, so you need to find another point somewhere lol. I really like having Chopper on the bump-mobile Ghost personally. Giving out stress is pretty strong when you have an arc dodger, since it makes them more predictable. Especially if you have Intel agent to see what even a high PS ace is gonna do. Like knowing what Vader is doing helps you decide whether to boost and in which direction with Tycho. Anyways I'll try out my list at some point and report back.

...I'm also unsure I can build a better wingman for the Ghost with 28 points.

Biggs Darklighter

X-Wing

R4-D6

Integrated Astromech

Only 26 points. Drop the anti-pursuit lasers (seriously, you're not barrel rolling or boosting, so your opponent REALLY shouldn't be running into you) and add Tactical Jammers to Kanan.

Kanan's ability & Tac Jammers (and I guess the droid, but it's just the cheapest one possible) mean Biggs is going to take awhile to burn down (don't forgot, Kanan can reduce dice being thrown at nearby allies!).

I haven't run it yet -- you'll need to be able to position Biggs correctly, but the Ghost is already spoiling for a fight, so it's not like it's going to be letting enemies run away THAT much. And Biggs does NOT need to take every shot.

In regards to the shuttle, I Sabine isn't bad, but it depends on how you're playing the shuttle. I prefer Sabine if I'm flying an undocked shuttle. I prefer Ezra if I'm keeping the shuttle docked as long as possible, so he can pop out and be an absolute bastard to kill (assuming you've done some work on the opponents list). If you can fit PTL (or cheap out and get Rage) with a TLT, you've created a late game ship that can easily knock off weaker opponent ships... or at least stick around long enough that you might be able to win on points, maybe. Ezra without a stress EPT is a pretty big waste, IMO.

Edited by ArbitraryNerd

FCS is better than accuracy corrector. It helps with the primary attack of 4 dice out the front and rear arcs whereas AC does nothing for it. Its also 1 point cheaper than AC.

I'm going to exchange Acc Corr for FCS and remove Hera from the shuttle to give Tycho Autothrusters.

I'm going to stick with Karran as written because I want to see if I can force a bump through the forward or rear arc.

I really based the build off of an arc bump, APL, Primary and then a Autoblaster hit. Well see how she runs tonight and if I need to retool the whole list.

I run intel agent in my Hera (Ghost) build. We'll see how this fares tonight. I'll post a report later this evening.

Edited by joliversc

Well... It looks like everyone was right about my list except me. :wub:

I faced a pair of B-wings. One with the 360 degree ordinance ship, with a proton torp and the other had a HLC. The third ship was was another A-Wing

My A-Wing preformed admirably. It stuck it's proton Rocket into the HLC Bwing and stripped it of all it's shields. With Rage he also did well until the Ghost bought it.

The Ghost bought it hard.

As predicted in this thread I could not force a collision. Also the only time I had an enemy ship where I could use the Autoblaster Turret, the Ghost died that turn due to it's low pilot skill. I would have done much better with a long(er) range cannon. I got off a few primary weapon shots but the dice were against me and I didn't do much damage.

I think this concept failed as forcing collisions was a major part of the game plan and I can now see how unlikely that is with a 5 Pilot skill.

I have another ghost list that I'll post below.

Edited by joliversc

Corran Horn

EU

PTL

FCS

R2-D2

Hera Syndulla

Guidance Chips

FCS

Dorsel Turret

Plasma Torpedoes

Extra Munitions

Intelligent Agent

Zeb (Crew)

Corran (48)

Hera (52)

Total (100)

I was thinking about squeezing Dash Rendar (Crew) in there so I can plow over obstacles to get into range 1 easier.

Any ideas about removing the FCS and upgrading the Turret into an Ion Turret?

Thoughts, Comments or Suggestions welcome.

Edited by joliversc
Im going to try this list the next week with a friend.


"Chopper" (37)

Accuracy Corrector (3)

Autoblaster Turret (2)

Plasma Torpedoes (3)

Hera Syndulla (1)

"Zeb" Orrelios (1)

Engine Upgrade (4)

Ghost (0)


Sabine Wren (21)

Adaptability (0)

Nien Nunb (1)

Phantom (0)


Jake Farrell (24)

Adaptability (0)

Chardaan Refit (-2)

Push the Limit (3)

Autothrusters (2)

A-Wing Test Pilot (0)